| Ophelia Glinathir |
What about Cho, he's too big to be invisible is he just staying out of the fight? Or what?
I will use Silent Image to hide him! He's Huge, but he is also a quadruped, so I can easily hide him in one. I have 880 feet of range with the spell, and the giants have to physically touch the illusion to see past it too. He is also use long ranged attacks, and he has 60 foot reach. The Silent Image will probably fall the round I stop concentrating to shoot the Fireball, but that is enough.
| DM Jelani |
Okay, it's 4000 feet to the camp. At 40 feet a round that's 10 minutes to get there. The giants probably have visibility out to about 400 feet (maybe more to spot something as big as Cho). So how is Cho gonna cover the 280 feet from where they're gonna be able to see him to the 12 10' blocks you can cover with your illusion? You could follow him and cast it twice? Or he could join the fight slightly after it starts. With his nature stride thing he can take the run action through the trees and cover 400 feet pretty quickly. Especially if he hastes himself.
| Vega Surtova |
"It would be irresponsible of me not to at least ask... Are you sure, Lady Glinathir, that you wish to be first to break the invisibility with the fireball signal? Even if you are a thousand feet away, you may be spotted and suffer a full counter attack in return."
__________________________________
I'll have normal invisibility, but someone else will have to give it to me (sorry). I'd prefer to be as close as possible to my target as I do not have Pounce, so the surprise round would be me simply moving up to an enemy. I can take a tower or perhaps an enemy in the center and in the open (looks like there is a frost giant there just below the mammoth pen) so I can draw as much fire towards me as possible. Also, don't worry about Vega getting in Walls of Fire or Fireballs. He's completely immune to fire.
As for Cho, if we can get sneak him to about 900 feet from where he wants to start, then he can Dimension Door the rest of the way (880' instant travel, and the weight limitation is for extra stuff brought with you, not your own weight)... not sure of other ways to get Cho in without blowing our cover without him taking a different form. *shrugs*
EDIT: or we use Cho as bait to lure some of them out to investigate the strange walking tree and ambush them... but I do not recommend that, at least for the reason that Vega, despite not sneaking in, still wants to take them all out as quick as possible to reduce the chance of the rest of our enemies getting a warning and thus chance to prepare. ^_^
| Ophelia Glinathir |
"...Point. Alright, I will simply fly high up in the air, around one hundred and fifty feet. I shall also stay perfectly vertical relative to the patrol group. For reference, I have thrown a Fireball nearly nine hundred feet before, and the average frost giant can only toss a boulder around one hundred and twenty feet. Moreover, I can my Invisibility at will, so losing it would not take much out of me. However, I appreciate your concern, Lord Surtova. It seems that I had not considered that possibility."
____________________________________
EDIT: Nevermind.
However, I think that D-Door might be a good solution too. Cho has the feats to make full use of it. Heck, Walk the Lines wouldn't be too bad to use since I doubt Baba Yaga placed a ton of big trees throughout the Veil.
| Poppy Pendleton |
Poppy can give Vega invisibility.
As Ophelia touches her forehead, Poppy immediately feels the skin under her white fur stiffen. For the briefest moment, she feels extremely itchy, but the sensation subsides. "Thanks a lot!"
| Cho'ankai Aju-Taash |
Whew! I'm here. Bloody busy weekend. Thanks for taking the initiative with Cho's stuff, Ophelia. You handled his stance perfectly. He's fully willing to fight regardless of the foe and would be much more comfortable knowing the giants were not left at the party's back. Furthermore, he believes they'd need to be dealt with one way or another regardless. Better now than later.
Cho will opt to use Dimension Door to join the fight, since he -- as Ophelia noticed -- has all of the feats necessary to dim-door and cast. He has it both as a spell and a spell-like ability, so there's plenty of opportunity to cast it right now.
I have a few more buffs I could hand out, but I don't necessarily think we'll need to expend them for this encounter. Let's see how it goes and play it by ear, this will be our first "real" fight.
| Dorialis Vdalik |
Dorialis will use the terrain to get to within a thousand feet before stopping to cast her spells. She'll fly low, staying above the ground to leave no tracks, but trying to use the terrain to her advantage. She also has a base travel speed of 60, and should easily fly into position.
taking 10 on stealth = 30
perception: 1d20 + 14 ⇒ (3) + 14 = 17
arctic fox, arctic hare, arctic wolf, ermine, snowy owl. All have white coats, should be pretty good for blending in.
| Ophelia Glinathir |
Ophelia and Lucero stay together through most of the track to the camp (read: Ophelia rides on the Couatl's back). Any spell that will be relatively long lasting they begin casting on themselves around 200 feet away from the target. Citing that they will be largely using magic and thus not getting much benefit from Poppy's offered Haste, they branch off from the rest of the group early to get into position. Ophelia and Lucero stop about a hundred and fifty feet vertial to the gate and wait until the mounted frost giant and winter wolf patrol starts to draw close to the entrance. The diminutive elf then gives her celestial friend Greater Invisibility and Guidance. Ophelia then readies herself to toss the Fireball at Poppy's signal.
Meanwhile, assuming all goes well, Lucero sneaks up on the other guard tower in the rear of the camp, trying to avoid the animals and their rather good sense of smell if at all possible. As he flies the rest of the way, the feathered serpent contemplates how to carry out his plan. After some though, the Couatl decides that he will probably not need to enhance his Enervation attack with True Strike. The frost giant guard is a big target: one so large that Lucero would have to be blind to miss bar a freak accident.
Lucero Perception Check: 1d20 + 23 ⇒ (17) + 23 = 40
Lucero Stealth Check: 1d20 + 3 - 4 + 20 ⇒ (14) + 3 - 4 + 20 = 33
Ophelia Perception Check: 1d20 + 18 ⇒ (8) + 18 = 26
Ophelia Stealth Perception Check: 1d20 + 5 + 4 + 20 + 1 ⇒ (5) + 5 + 4 + 20 + 1 = 35
| Gror Durrikson |
Dori and Ophelia, I suspect we can safely cast our buffs 180’ out. That puts us one and a half rounds out, when hasted, and we can attack on round 2 after the final buff is cast.
stealth: 1d20 + 3 + 20 - 4 ⇒ (4) + 3 + 20 - 4 = 23
perception: 1d20 + 29 ⇒ (10) + 29 = 39
| Poppy Pendleton |
Poppy wiggles her bottom like a dog wagging its tail. She squints her eyes tightly, and suddenly pops out of visibility.
Her now-disembodied robotic voice asks, "Does anyone else need the invisibility magic?"
So, who will be close enough for a Haste? If Ophelia and Lucero will opt out, that leaves Vega, Cho, Dori, and Gror. Do you four want to stay close enough to me that you only lose one or two rounds (which we can use to move into position), or does another one of you want to skip out on the Haste this time? Cho, since you'll be Dimension Door-ing, how far out will you teleport from? If it's several hundred feet, maybe you'll need to skip out on Haste (at least from me) this time, too.
Oracle Spells Remaining:
Level 1 - 9/9
Level 2 - 9/9
Level 3 - 8/8
Level 4 - 8/8
Level 5 - 7/7
Level 6 - 5/5
Summoner Spells Remaining:
Level 1 - 8/8
Level 2 - 5/8
Level 3 - 4/6
Level 4 - 4/5
| DM Jelani |
The group moves forward together, most of them are flying and invisible. Cho's massive feet are the only ones generating any sound. An arctic wind howls down the valley from the Veil, buffeting the snow this way and that in rolling waves beneath the flying chosen. Vega hops nimbly from place to place, making hardly a noise and leaving little trace that he was ever there. Cho tries his best to be quiet, but there is only so much he can do to hide his huge tree-like form. He stops at the outer range of his dimension door spell, saying he will wait for the fire and noise of combat before coming. There is nary a sound while the rest of them close the distance to the camp. Before they come into earshot Poppy quietly chants a spell of haste over Vega, Dori, herself and Gror, while Opehlia and LC fly ahead to take up their positions.
The mammoth rider and the wolves are nowhere to be seen. A few giants within the camp have moved around, and are working on different things than when the scouts flew over before. The tower guards and gate ogres are still in place. The smell of so many giants and wooly mammals gathered in one place is...striking. It's eerie how close the Chosen are able to draw to the massive brutish humanoids without them noticing anything had changed. As soon as Poppy sees Dorialis get into place, she shoots off a message spell to Ophelia. Ophelia signals the group that it's go time.....
_______________________
1d100 ⇒ 44
Okay, I tried my best to get everyone in the right position. You can have whatever buffs you want up at the beginning of this. It was a ten minute flight/walk from where you were before. The haste spell has 10 rounds left on it. All the other durations you can figure out yourselves. Just please list everything you currently have with each combat post. Then go ahead and take your surprise round action. One single standard action each please.
If you don't see yourself, zoom in a bit. The blue blobby things are giants, the black/beige are ogres.
Cho'Ankai: 1d20 + 5 ⇒ (20) + 5 = 25
Poppy: 1d20 + 5 ⇒ (20) + 5 = 25
Dorialis: 1d20 + 6 ⇒ (20) + 6 = 26
Ophelia: 1d20 + 10 ⇒ (20) + 10 = 30
Gror: 1d20 + 9 ⇒ (8) + 9 = 17
Vega: 1d20 + 6 ⇒ (19) + 6 = 25
Giants: 1d20 - 1 ⇒ (6) - 1 = 5
Giants: 1d20 - 1 ⇒ (6) - 1 = 5
Giants: 1d20 - 1 ⇒ (8) - 1 = 7
Giants: 1d20 - 1 ⇒ (11) - 1 = 10
Giants: 1d20 - 1 ⇒ (4) - 1 = 3
Giants: 1d20 - 1 ⇒ (11) - 1 = 10
Giants: 1d20 - 1 ⇒ (1) - 1 = 0
Giants: 1d20 - 1 ⇒ (9) - 1 = 8
Giants: 1d20 - 1 ⇒ (8) - 1 = 7
Giants: 1d20 - 1 ⇒ (15) - 1 = 14
Giants: 1d20 - 1 ⇒ (1) - 1 = 0
Giants: 1d20 - 1 ⇒ (1) - 1 = 0
Giants: 1d20 - 1 ⇒ (14) - 1 = 13
Giants: 1d20 - 1 ⇒ (4) - 1 = 3
Giants: 1d20 - 1 ⇒ (7) - 1 = 6
Ogres: 1d20 - 1 ⇒ (18) - 1 = 17
Ogres: 1d20 - 1 ⇒ (15) - 1 = 14
Ogres: 1d20 - 1 ⇒ (17) - 1 = 16
Ogres: 1d20 - 1 ⇒ (3) - 1 = 2
Ogres: 1d20 - 1 ⇒ (3) - 1 = 2
Ogres: 1d20 - 1 ⇒ (10) - 1 = 9
Ogres: 1d20 - 1 ⇒ (13) - 1 = 12
Ogres: 1d20 - 1 ⇒ (7) - 1 = 6
Ogres: 1d20 - 1 ⇒ (13) - 1 = 12
Ogres: 1d20 - 1 ⇒ (20) - 1 = 19
???: 1d20 - 2 ⇒ (16) - 2 = 14
Wolves: 1d20 + 5 ⇒ (3) + 5 = 8
Wolves: 1d20 + 5 ⇒ (19) + 5 = 24
Wolves: 1d20 + 5 ⇒ (19) + 5 = 24
Wolves: 1d20 + 5 ⇒ (9) + 5 = 14
Wolves: 1d20 + 5 ⇒ (20) + 5 = 25
Wolves: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative
Party 30
Wolves 25
Ogres 19
Giants 14
??? 14-
| Vega Surtova |
As they near the final leg of the journey before they must perform their final castings and rush in, Vega performs one last mantra and kata. For the briefest of moments, he grows wings and black feathers, looking like a dark counterpart to Lucero with arms. Then his wings fold in and wrap around his body, then merge into his body.
Now the time for violence has come. Hastened, invisible, toughened, blury, and magically more nimble than before, Vega quietly takes to the air and floats over to one of the Frost Giant's manning one of the Gate Towers, and hovers silently and invisibly beside him as the ambush begins.
___________________________________
I realized that I never specified exactly where I'd be wanting to start. My apologies for that oversight. Can I use the surprise round Standard Action to get into better position, preferably 38:X and hovering level with the frost giant there (or as close as possible)?
Also, I'm adding Evolution Surge for supernatural flight to my pre-buffs. My dex plus the perfect maneuverability bonus to fly checks means I can succeed at the check to hover even if I rolled a 1. I will still roll in case conditions (a strong wind comes out of nowhere, for example) gives a penalty I'm unaware of.
Stealth: 1d20 + 28 ⇒ (14) + 28 = 42 -> both Blur and Invisibility grant concealment, so I can use stealth. This is the perception DC to detect my presence, though it will only tell them if "something is in this 5' area". Even if they do make the check, I'll still have Total Concealment and they can't make AoO's against me until after I attack.
Fly to Hover: 1d20 + 16 ⇒ (15) + 16 = 31 -> DC to Hover is only 15
______________________________________
- Invisibility (50% miss chance, cannot be seen)
- Blur (20% miss chance)
- Cat's Grace
- Protection from Evil
- Barkskin
- Evolution Surge: Supernatural Flight (perfect)
- Haste
Stats under name are up to date.
| Ophelia Glinathir |
Darn. The patrol seems to have moved. Well, time to adjust accordingly.
High up in the skies, Ophelia quickly begins to conjure the spell that will set everything into motion. See spots a lone frost giant simply walking about the camp, minding his own business. He is completely unaware of what is about to happen.
This never gets easier.
With a sigh, the Sapphire Summoner throws her Fireball and closes her eyes as her Invisibility breaks.
Upon seeing the telltale signal, Lucero executes his plan quickly and relentlessly. Before his prey can so much as blink at the commotion, the feathered serpent points the tip of his tail at the frost giant before him and a wicked beam of dark light flies from it. Lucero is actually mildly surprised by how powerful his spell is and has to quickly steady himself in the air.
_______________________________________________________
Ophelia is actually 150 feet up in the air to avoid being hit by ranged weapons. Considering that her spell has a range of 880 feet, distance isn't an issue. Also, not that it matters any way, but my Initiative Mod is actually +14 now.
Ophelia Fireballs the giant at 35/37H. Lucero Enervates the one at 11/13-B.
Ophelia Fly Check: 1d20 + 17 + 5 + 8 ⇒ (3) + 17 + 5 + 8 = 33
Lucero Fly Check: 1d20 + 20 ⇒ (1) + 20 = 21
Fireball Damage: 10d6 ⇒ (2, 6, 6, 1, 2, 3, 6, 1, 3, 1) = 31
Enervation Ranged Touch Attack: 1d20 + 12 + 3 + 2 + 3 ⇒ (19) + 12 + 3 + 2 + 3 = 39 BAB + Dex + Invisibility + Divine Favor
Enervation Negative Levels: 1d4 ⇒ 4 Yeah!
| Ophelia Glinathir |
Current Buffs: Mage Armor, Hide from Animals
Temp HP: 82/82
HP: 87/87
AC: 40, Touch: 16, Flat Footed: 35 (10, +5 Dex, +4 Mage Armor, +4 Shield, +16 Natural Armor, +1 Size)
Fort: +15 (4 Wizard, +2 Con, +5 Resistance, +4 Circumstance)
Ref: +18 (4 Wizard, +5 Dex, +5 Resistance, +4 Circumstance)
Will: +18 (+24 against Enchantment) (8 Wizard, +1 Wis, +5 Resistance, +4 Circumstance)
Hero Points: 3/3
Defenses: Freedom of Movement (Constant), Evasion
Immune: Magical Sleep Effects, Cold, Fire
Total Concealment: 50% Miss Chance (20% in Bright Light)
--------------------
Offenses
--------------------
Speed: 30 ft., 70 ft. Fly (Perfect)
Melee: N/A
Spell-Like Abilities
At Will—Invisibility (CL 12th)
Wizard Spells Prepared (CL 12th; Concentration +20)
6th (3+1)—Summon Monster VI, Undead Anatomy III, Permanent Image, Summoner Monster VI (D)
5th (4+1)—Open, Wall of Stone, Wall of Force, Summon Monster V, Summon Monster V (D)
4th (5+1)—Open, Open, Open, Open, Summon Monster IV, Summon Monster IV (D)
3rd (6+1)—Open, Fireball, Slow, Blacklight, Blacklight, Dispel Magic, Mad Monkeys (D)
2nd (6+1)—Share Language, Pyrotechnics, Mirror Image (2), Stone Call, Resist Energy, Web (D)
1st (6+1)—Blood Money, Obscuring Mists, Endure Elements, Feather Fall, Silent Image, Anticipate Peril, Mount (D)
0th (at will)—Prestidigitation, Ghost Sound, Spark, Dancing Lights
Summoner Spells Known (CL 12th; Concentration +16)
0th-6, 1st-6, 2nd-5, 3rd-4, 4th-4
4th (4/4)—Evolution Surge (Greater), Transmogrify, Purified Calling, Teleport
3rd (3/5)—Dimension Door, Restore Eidolon, Rejuvenate Eidolon, Greater Invisibility
2nd (2/6)—Haste, Evolution Surge (Lesser), Restore Eidolon (Lesser), Barkskin, Glitterdust
1st (4/6)—Mage Armor, Rejuvenate Eidolon (Lesser), Protection from Evil, Enlarge Person, Reduce Person, Grease
0th (at will)—Detect Magic, Read Magic, Guidance, Light, Mage Hand, Message
----------------------
Tracked Resources
----------------------
Marker’s Jump: 2/2
Shift: 17/17
Pearls of Power Level 1: 5/5
Dimensional Steps: 360 ft/360 ft
----------------------
Special Abilities
----------------------
Evasion (Ex): If Cross Fused Ophelia is subjected to an attack that normally allows a Reflex save for half damage, she takes no damage if she makes a successful saving throw.
Devotion (Ex): Cross Fused Ophelia gains a +4 morale bonus on Will saves against enchantment spells and effects.
Permanent Spells: Reduce Person
Contingency: When Ophelia snaps her fingers, Greater Evolution Surge activates on her Eidolon.
Current Buffs: Endure Elements, Mage Armor, Hide from Animals, Divine Favor, Shield of Faith, Protection from Evil, Barkskin, Greater Invisibility (11/12 Rounds), Guidance (9/10 Rounds)
HP 126/126
AC: 34, Touch: 16, Flat-Footed:30 (+3 Dex, +1 dodge, +9 natural, –1 size, +4 Mage Armor, +3 Shield of Faith, +5 Barkskin) +2
Fort: +9, Ref: +13, Will: +14
--------------------
Offenses
--------------------
Speed: 20 ft., Fly 60 ft. (good)
Melee: Bite +19 (1d8+10 plus grab and poison)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Constrict (1d8+7)
Spell-Like Abilities (CL 9th)
Constant—Detect Chaos, Detect Evil, Detect Good, Detect Law
At will—Detect Thoughts (DC 15), Ethereal Jaunt (CL 16th), Invisibility, Plane Shift (DC 20)
Spells Known (CL 9th)
4th (3/4)—Enervation, Freedom of Movement
3rd (7/7)—Cure Serious Wounds, Magic Circle against Evil, Archon’s Aura
2nd (6/7)—Cure Moderate Wounds, Mirror Image, Restoration (Lesser), Endure Elements (Communal)
1st (4/7)—Divine Favor, Mage Armor, Protection from Evil, Shield of Faith, True Strike
0 (at will)—Create Water, Detect Magic, Disrupt Undead, Guidance, Light, Read Magic, Stabilize
| Poppy Pendleton |
Before we head out to the camp...
Poppy's eyes suddenly grow wide. "I can't believe it! I almost forgot!" Her expression looks dreamy. "THE RAINBOW SHIELD," she whispers, almost like a cultist worshiping her leader. She swiftly doodles a rainbow in the snow with her hoof. She closes her eyes and mumbles something incoherent. Instantly, the rainbow image explodes with color and slowly rises off the ground. The rainbow grows into an impossibly thin, glowing shield that surrounds Poppy's entire body.
Poppy has an Entropic Shield now. 20% miss chance for ranged attacks.
At the camp...
Poppy keeps an eye on the mostly invisible party as they make their approach. She cautions a glance up at the giant wraiths swarming the area and shudders. She had been avoiding looking at them altogether from the moment she first saw them.
When the first frost giant comes into view, her heart leaps for joy. But they don't look that tall, she muses. As the animals come into view, she sighs. Poor snow rhinoceroses. I wonder if they would be our friends if they didn't have frost giants for owners! Maybe I can get a pet to take home! Once the others are in position, she sends Ophelia a simple Message. "Ready!"
After Ophelia unleashes her fireball, Poppy performs her own bit of fire magic. 50 feet above the ground, she begins to chant and the tip of her horn bursts into violet flames. The flames then pour out from her horn, rapidly descending to the ground below. The fire forms into an impressive wall standing 20 feet high, 240 feet long, and floating five feet off the ground. The flames sear right through the western wall of the compound, extending across the camp and through all four guards standing watch at the front gate. As the fire gushes out of her horn, she suddenly becomes visible again, her rainbow shield glowing intensely.
She watches with delight as the flames do their work, but glances up at the sky for the briefest moment as her thoughts drift to the humanoids her spell was hurting. Why did these fools get mixed up with the bad guys? She shakes her splendid head at the insanity.
Her stomach drops as Vega takes his position next to the wall of fire, but then she remembers his immunity to the heat. I HAVE to find out more about those katanas he does when we get out of here! Katanas? Or was it Katars? Kataracts?
___________________________________________________
Cast Wall of Fire. The wall extends from W1 to W48. It's five feet off the ground to catch the frost giants in the guard towers near the entrance and the ogres at the gate. There's no saving throw, and the wall is giving off a wave of heat to the south for 20 feet. So, if I'm reading the spell correctly, the two ogres and the frost giant at W39/W40 take the additional 2d4 fire damage, since their bodies are both in the wall and within 10 feet of it to the south.
Frost Giant at W24/W25:
Passing through wall fire damage: 2d6 + 12 ⇒ (3, 1) + 12 = 16
Total fire damage = 16
Ogre at W28/W29:
Wave of heat fire damage: 2d4 ⇒ (3, 1) = 4
Passing through wall fire damage: 2d6 + 12 ⇒ (3, 1) + 12 = 16
Total fire damage = 20
Ogre at W34/W35:
Wave of heat fire damage: 2d4 ⇒ (3, 3) = 6
Passing through wall fire damage: 2d6 + 12 ⇒ (5, 5) + 12 = 22
Total fire damage = 28
Frost Giant at W39/W40
Wave of heat fire damage: 2d4 ⇒ (3, 2) = 5
Passing through wall fire damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21
Total fire damage = 26
___________________________________________________
HP 111/111 Temp HP 72/72
AC: 56 (+1 Haste and +5 Barkskin)
Buffs:
Barkskin
Entropic Shield (20% miss chance for ranged attacks)
Guidance
Haste 10/12 rounds remaining
Hide from Animals
Oracle Spells Remaining:
Level 1 - 8/9
Level 2 - 9/9
Level 3 - 8/8
Level 4 - 8/8
Level 5 - 7/7
Level 6 - 5/5
Summoner Spells Remaining:
Level 1 - 8/8
Level 2 - 4/8
Level 3 - 3/6
Level 4 - 4/5
| Cho'ankai Aju-Taash |
From a great distance, Cho'ankai watches the others approach through the air as shimmering figments by way of his incantation to see the unseen. Once they are in position, Cho uproots himself and closes his six eyes and breathes in deeply. He gathers focus, an internal sense of spatial awareness and the presence of interstitial places. When his eyes open, he is thrust forward by a surge of momentum and rockets him across vast distances by folding the space around his body, allowing him to flow along the ley-lines of the world.
In an instant, Cho'anki's verdant form appears atop the snowy cliffs overlooking the giant camp. His roots sink down and anchor into place, his three heads scan the environment and the leafless tree rising up out of his back collects ice and snow on its stickbare branches. He can see other vegetation inside the camp, vegetation that has survived the cold, thrives in it.
He will show the plants how to flourish.
____________
Buffs: Plant Shape III, See Invisibility (110mins), Hide From Animals (110mins)
Standard Action: Maker's Jump to AC51 (up on the cliff/wall thing).
| Dorialis Vdalik |
Dorialis was close enough to place her bulk in the shadow of the tower while she waited for the signal. When the fireball dropped from the sky, she smiled and prepared her own spell. A pit with roiling acid forms before the entrance of the rhino enclosure.
Acid pit at -F36/-E37, with a 10'x10' pit in front of the gate, and sloping for another 5', that should bottle up the rhino's. 100' deep, falling damage and 2d6 acid damage. Reflex DC 22.
AC 35/18/27
Saves 17/16/15
CMD 33
improved Evasion
Resist Cold 5, elec 5
Shadow Blending 50% miss chance, concealment
Invisible 50% miss chance, concealment
Spells in effect:
Protection from Evil (10 minutes)
Greater Evolution Surge: Large, Rend (10 minutes)
Enlarge Person (10 minutes)
Invisibility (10 rds)
Haste (10 rds)
Spells remaining: 3/6/6/4
| Poppy Pendleton |
Forgot to double the damage for the frost giants, sorry! The W24/W25 frost giant takes 32 fire damage and W39/W40 frost giant takes 52 fire damage.
| Gror Durrikson |
Gror watches Vega’s Kata with approving admiration. That is discipline.
He enchants his own and Vega’s flesh to better ward off blows, and as he does so his granite hide becomes thicker and somewhat striated. He then casts Invisibility to hide himself for the start of this ambush and fades from view. When all are ready he begins to fly, following Poppy’s direction so as to stay together as a unit.
Still not terribly comfortable with the thought, he admits to himself, I *like* this speed, this freedom to pursue, relishing in the cold wind in his wings and rushing past his body. He focuses on his foes and feels himself drop into that familiar state of heightened awareness: His breath becomes steady. His eyes scan the horizon and then focus in on his prey.
When they are 140’ out he calls quietly to Angradd, “Great Foe-Cleaver, our enemies stand before us, as yet unawares. If I am worthy, wrap me in your mantle. Help me to rain destruction down upon them, and divert their blows from your champion, that I may continue to slice through their evil in your name.”
He flies in toward his designated giant, hesitates a moment...and then when he sees the fireball coming swings with all his might and howls, poised to throw the rest of himself into the giant.
__________
* Before heading out, Gror casts Barkskin on himself and Vega, then Invisibility on himself.
* At 200' out, Gror casts Divine Favor. He then comes and hovers near the giant in the tower.
* At the signal he swings at the giant in R13.
claw: 1d20 + 23 ⇒ (10) + 23 = 33 (9 BAB +12 str -3 power attack -1 large +2 invis +3 (luck) divine favor +1 haste)
damage: 1d6 + 21 + 2d6 ⇒ (5) + 21 + (4, 1) = 31 (+12 str +6 power attack +3 (luck) divine favor +2d6 holy)
intimidate: 1d20 + 37 ⇒ (5) + 37 = 42
AC 47 (+14 natural armor +4 armor (Mage Armor), +3 dex, +4 shield, +3 deflection +5 barkskin +4 (sacred) Judgement)
Buffs:
Barkskin: +5 Nat Armor (119 min left)
Mage Armor: +4 Armor, then just before heading up the stairs
Divine Favor: +3 luck bonus to hit/damage (4 rounds left)
Haste (10 rounds left)
- just lost Invis due to attacking
Inquisitor Spells Remaining
1st (5/7)
2nd (5/7)
3rd (5/5)
4th (3/4)
Summoner Spells Remaining
1st (5/6)
2nd (4/6)
3rd (3/4)
4th (4/4)
| Poppy Pendleton |
Okay, so the W24/W25 frost giant takes 24 fire damage and W39/W40 frost giant takes 42 fire damage. Sorry for the confusion!
| Gror Durrikson |
Corrected stats block, and adding in a swift action I just realized I can make. If I'm misunderstanding the rules here (see disc thread) then disregard this.
* At 200' out, Gror casts Divine Favor and declares a Bane on giant humanoids. He then comes and hovers near the giant in the tower.
add'l bane damage: 4d6 ⇒ (1, 1, 2, 6) = 10
AC 43 (+14 natural armor +4 armor (Mage Armor), +3 dex, +4 shield, +3 deflection +5 barkskin)
Buffs:
Barkskin: +5 Nat Armor (119 min left)
Mage Armor: +4 Armor, then just before heading up the stairs
Divine Favor: +3 luck bonus to hit/damage (3 rounds left)
Haste (9 rounds left)
Bane: Giant Humanoids (14 rounds left)
- just lost Invis due to attacking
Inquisitor Spells Remaining
1st (5/7)
2nd (5/7)
3rd (5/5)
4th (3/4)
Summoner Spells Remaining
1st (5/6)
2nd (4/6)
3rd (3/4)
4th (4/4)
| DM Jelani |
Surprise Round
Now the time for violence has come. Hastened, invisible, toughened, blury, and magically more nimble than before, Vega quietly takes to the air and floats over to one of the Frost Giant's manning one of the Gate Towers, and hovers silently and invisibly beside him as the ambush begins.
Darn. The patrol seems to have moved. Well, time to adjust accordingly. High up in the skies, Ophelia quickly begins to conjure the spell that will set everything into motion. See spots a lone frost giant simply walking about the camp, minding his own business. He is completely unaware of what is about to happen. This never gets easier. With a sigh, the Sapphire Summoner throws her Fireball and closes her eyes as her Invisibility breaks. The giant below looks up at the sound of her chanting then his eyes go wide as the fireball streaks down towards him. "Fyrirsát!!" he yells, leaping out of the way. He can't avoid all of the blast, and it singes one of his legs badly.
Upon seeing the telltale signal, Lucero executes his plan quickly and relentlessly. Before his prey can so much as blink at the commotion, the feathered serpent points the tip of his tail at the frost giant before him and a wicked beam of dark light flies from it. Lucero is actually mildly surprised by how powerful his spell is and has to quickly steady himself in the air. The unsuspecting giant had just turned at the shout, and is struck in the side by the beam. He hunches over, screaming in pain.
After Ophelia unleashes her fireball, Poppy performs her own bit of fire magic. Fifty feet above the ground, she begins to chant and the tip of her horn bursts into violet flames. The flames then pour out from her horn, rapidly descending to the ground below. The fire forms into an impressive wall standing twenty feet high, 240 feet long, and floating five feet off the ground. The flames sear right through the western wall of the compound, extending across the camp and through all four guards standing watch at the front gate. As the fire gushes out of her horn, she suddenly becomes visible again, her rainbow shield glowing intensely. The giants scream in pain as their flesh blackens and bubbles. The wall begins to rapidly melt, sending up clouds of steam. The front watch towers are now engulfed in flame and begin to smoulder.
She watches with delight as the flames do their work, but glances up at the sky for the briefest moment as her thoughts drift to the humanoids her spell was hurting. Why did these fools get mixed up with the bad guys? She shakes her splendid head at the insanity. Her stomach drops as Vega takes his position next to the wall of fire, but then she remembers his immunity to the heat. I HAVE to find out more about those katanas he does when we get out of here! Katanas? Or was it Katars? Kataracts?
From a great distance, Cho'ankai watches the others approach through the air as shimmering figments by way of his incantation to see the unseen. Once they are in position, Cho uproots himself and closes his six eyes and breathes in deeply. He gathers focus, an internal sense of spatial awareness and the presence of interstitial places. When his eyes open, he is thrust forward by a surge of momentum and rockets him across vast distances by folding the space around his body, allowing him to flow along the ley-lines of the world. In an instant, Cho'anki's verdant form appears atop the snowy wall overlooking the giant camp. His roots sink down and anchor into place, his three heads scan the environment while the leafless tree rising up out of his back collects ice and snow on its stickbare branches. He can see other vegetation inside the camp, vegetation that has survived the cold, thrives in it. He will show the plants how to flourish.
Dorialis was close enough to place her bulk in the shadow of the tower while she waited for the signal. When the fireball dropped from the sky, she smiled and prepared her own spell. After a brief moment of chanting, a pit filled with roiling acid forms before the entrance of the rhino enclosure. The giant within looks at the unfolding ambush incredulously, making soothing gestures and noises to the animals.
When they were still a ways out Gror called quietly to Angradd, “Great Foe-Cleaver, our enemies stand before us, as yet unawares. If I am worthy, wrap me in your mantle. Help me to rain destruction down upon them, and divert their blows from your champion, that I may continue to slice through their evil in your name.” He flies in toward his designated giant, hesitates a moment...and then when he sees the fireball coming swings with all his might and howls, poised to throw the rest of himself into the giant. His big paw catches the giant, just as Poppy's wall is engulfing it. It looks extremely shocked to be on fire and facing off with a six limbed gargoyle of some kind, who is shouting with a dwarven accent. The claws tear a huge rent down the front of the giant's armor opening bloody furrows in the pale blue flesh below.
End Surprise Round
Guttural shouts in the giant tongue ring out from all quarters of the camp, and many of the tents begin to jiggle and shake with interior movement.
_______________________________
Ophelia - Position and init modifier noted.
Giant reflex save VS fireball DC 21: 1d20 + 8 ⇒ (20) + 8 = 28 So he takes half of 46 or 23.
Cho - AC51 is like over on the tents. I'm assuming you meant AC5?
Round 1. You guys are up.
| Gror Durrikson |
Without pause, Gror -- now visible -- continues to rip into the giant. This is it. The time is here. This scum will fall before me now.
His right foreclaw rips into the giant’s back, and the creature starts to spin around. Seeing an opportunity, Gror’s next swing goes for the throat...but the giant is too fast and pulls back. Still Gror manages to land a solid blow across his shoulder, and rends blood, flesh and bits of armor onto the snow.
Next comes his baneful right midclaw, which hits the giant on the left arm as it reaches up to defend itself, digging deep with the power of the bane. Gror’s left midclaw goes wide and glances off the giant’s armor, but when his baleful right midclaw sneaks under the giant’s defense to strike one more solid blow across it’s belly, once again spilling blood.
__________
swift: declare a bane on giant humanoids
standard: continue to swing at the giant in R13
claw: 1d20 + 23 ⇒ (13) + 23 = 36 (9 BAB +12 str -3 power attack -1 large +2 invis +3 (luck) divine favor +1 haste)
damage: 1d6 + 21 + 2d6 ⇒ (1) + 21 + (3, 5) = 30 (+12 str +6 power attack +3 (luck) divine favor +2d6 holy)
intimidate: 1d20 + 37 ⇒ (16) + 37 = 53
claw+rend: 1d20 + 23 ⇒ (20) + 23 = 43
confirm crit?: 1d20 + 23 ⇒ (4) + 23 = 27 nope!
damage: 1d6 + 21 + 2d6 + 1d6 + 18 ⇒ (1) + 21 + (6, 3) + (6) + 18 = 55
intimidate: 1d20 + 37 ⇒ (4) + 37 = 41
claw+bane: 1d20 + 23 ⇒ (10) + 23 = 33
damage: 1d6 + 21 + 2d6 + 4d6 ⇒ (1) + 21 + (6, 3) + (2, 2, 2, 6) = 43
intimidate: 1d20 + 37 ⇒ (5) + 37 = 42
claw: 1d20 + 23 ⇒ (1) + 23 = 24 miss!
claw+bane: 1d20 + 23 ⇒ (8) + 23 = 31 hastey bonus swing
damage: 1d6 + 21 + 2d6 + 4d6 ⇒ (2) + 21 + (3, 6) + (6, 3, 4, 2) = 47
intimidate: 1d20 + 37 ⇒ (14) + 37 = 51
AC 43 (+14 natural armor +4 armor (Mage Armor), +3 dex, +4 shield, +3 deflection +5 barkskin)
Buffs:
Barkskin: +5 Nat Armor (119 min left)
Mage Armor: +4 Armor, then just before heading up the stairs
Divine Favor: +3 luck bonus to hit/damage (3 rounds left)
Haste (9 rounds left)
- just lost Invis due to attacking
Inquisitor Spells Remaining
1st (5/7)
2nd (5/7)
3rd (5/5)
4th (3/4)
Summoner Spells Remaining
1st (5/6)
2nd (4/6)
3rd (3/4)
4th (4/4)
| Gror Durrikson |
Right. I'm assuming that gives me +2 to hit after the first strike, though that wouldn't make a difference in my Crit confirm or miss, sadly.
| Dorialis Vdalik |
With the rhino's temporarily dealt with, Dorialis turns to the tower guard. Swiftly casting a spell, her invisible and shadowy form starts to flicker from one side of the giant to another as a hole in space is ripped open allowing her to jump in and out of existence. With each jump, she strikes at the giant with her claws. If she drops the tower giant, Dorialis jumps to the nearest rhinos and will give each a swipe on a hind quarter before ending her movement in the shadows under the tower.
Swift cast dimension door via dimensional savant, 100; of movement, all attacks flank
Claw 1: 1d20 + 20 ⇒ (12) + 20 = 32
damage: 1d8 + 13 ⇒ (4) + 13 = 17
sneak attack: 6d6 ⇒ (5, 3, 3, 4, 1, 4) = 20
Claw haste: 1d20 + 20 ⇒ (14) + 20 = 34
damage: 1d8 + 13 ⇒ (3) + 13 = 16
sneak attack: 6d6 ⇒ (6, 5, 3, 6, 6, 6) = 32
Claw 2: 1d20 + 20 ⇒ (3) + 20 = 23
Claw 3: 1d20 + 20 ⇒ (16) + 20 = 36
damage: 1d8 + 13 ⇒ (7) + 13 = 20
sneak attack: 6d6 ⇒ (5, 6, 1, 6, 6, 4) = 28
Claw 4: 1d20 + 20 ⇒ (17) + 20 = 37
damage: 1d8 + 13 ⇒ (3) + 13 = 16
sneak attack: 6d6 ⇒ (1, 4, 3, 2, 6, 1) = 17
Tentacle: 1d20 + 20 ⇒ (17) + 20 = 37
damage: 1d8 + 13 ⇒ (6) + 13 = 19
sneak attack: 6d6 ⇒ (3, 4, 5, 1, 5, 3) = 21
Total damage=37, 48, 48, 33, 40
AC 35/18/27
Saves 17/16/15
CMD 33
improved Evasion
Resist Cold 5, elec 5
Shadow Blending 50% miss chance, concealment
Spells in effect:
Protection from Evil (10 minutes -1 rd)
Greater Evolution Surge: Large, Rend (10 minutes -1 rd)
Enlarge Person (10 minutes -1 rd)
Haste (9 rds)
Spells remaining: 3/6/5/4
| Cho'ankai Aju-Taash |
Upon the frozen wall, overlooking the fortification of the giants, Cho'ankai sets his eyes for the first time on these creatures. His fiery stare narrows in consideration, spying trees that he had not expected in such a windswept tundra; welcome, though, the trees' presence is.
"Ancient spirits of the land," Cho begins in a deep threefold voice, "remember the kiss of springtime sun, the nourishment of rains you once felt and the blossoms of better seasons!" Thundrous in voice now, Cho'ankai preaches to the trees, and beneath the snow the trees heed his call. "Recall your abundance, reach out and sieze that life once more!"
At the center of the encampment, an explosion of warm, summery air blasts outwards in a sphere, blowing back snowflakes in a flurry. In the wake of the seasonal change, the trees around the encampment begins to bloom with new foliage. Grass grows up from beneath the snow and soon so too do saplings, roots, creepers and all manner of dense vegetation riddled with colorful flowers of all shape and size.
The vegetation quickly becomes overwhelming and unsustainable, filling the encampment with tall grass and choking weeds. Flowers bloom, wither, die and bloom again while the trees go through a repeating seasonal cycle of new growth and deadfall. Soon enough, the wave of overgrowth bursts beyond the walls and gates, expanding out to two-hundred feet from one end to the other.
"Reclaim what is yours!" Cho'ankai calls to the plants, his voice echoing over the encampment.
______________
Buffs: Plant Shape III, See Invisibility (110mins), Hide From Animals (110mins)
Standard Action: Cast plant growth centered at D34. It spreads out to a 100' radius and is permanent (or until nature takes its course and the overgrowth dies off. Large creatures in the radius have their land speed reduced to 10 feet; anything smaller has a land speed of 5 feet.)
| Gror Durrikson |
Jelani: Right, thanks. Somehow I was thinking it reduced their AC too. Nevermind.
Dori: Nice work!
| Vega Surtova |
Vega bellows at the giants in the camp, hoping the noise he makes will draw their attention to him rather than to his companions.
"Your doom has come! None here shall escape the fires of judgement!"
While making this loud proclamation, Vega unleashes a flurry of blows against the giant next to him, becoming visible in the process. The first blow is preceded by a number of hand gestures that cause mystical energy to flow into his hands, eventually causing them to erupt into blue flames. The blow is made with only two fingers, they press directly into the giants sternum as if Vega were touching a work of art, yet the shock-wave that results sends ripples across the giants body, and the fire of his hands lingers and burns the giants flesh. The following attacks are fluid and fast. They hit with precision instead of power... yet the precision is so accurate that each blow - despite not being full of strength - sends shock-waves through the giants body, causing blood vessels to burst and muscles to detach from bone.
___________________________________
FoB 1: Dim Mak Stunning Elemental Fist: 1d20 + 24 ⇒ (18) + 24 = 42 <- This is against Flat-Footed Touch AC (vs FF for it not having acted yet, with a +2 for me being invisible at this point, and vs Touch AC because of Dim Mak)
Fort Save vs Stunning Fist: 1d20 + 19 ⇒ (5) + 19 = 24 <- DC is 24 ... BALLS! So close! :(
Intimidate to make shaken: 1d20 + 38 ⇒ (16) + 38 = 54 (shaken duration from Enforcer is equal to the nonlethal damage I inflict)
Nonlethal Damage: 2d8 + 12 ⇒ (1, 8) + 12 = 21 <- the extra 2 damage is from the trait (Noble Born: Surtova) and gets added against Flat Footed targets
Elemental Fist: Fire: 3d6 ⇒ (6, 5, 6) = 17 <- x1.5 for vulnerability = 25 nonlethal fire damage
FoB 2: 1d20 + 22 ⇒ (20) + 22 = 42 <- this hit causes this Giant to become Flat Footed against all of my attacks from now on until the end of my next turn. I wish it actually made a difference in this scenario. :p
Crit Confirmation: 1d20 + 22 ⇒ (11) + 22 = 33
Intimidate: 1d20 + 38 ⇒ (19) + 38 = 57 <- Adds 1 round of Frightened in addition to adding to the Shaken duration
Nonlethal Damage: 4d8 + 20 ⇒ (4, 2, 2, 4) + 20 = 32
FoB 3: 1d20 + 22 ⇒ (3) + 22 = 25
FoB 4: 1d20 + 22 ⇒ (8) + 22 = 30
FoB 5: 1d20 + 22 ⇒ (10) + 22 = 32
Intimidate some more: 1d20 + 38 ⇒ (8) + 38 = 46
Nonlethal Damage: 2d8 + 12 ⇒ (3, 5) + 12 = 20
FoB 6: 1d20 + 17 ⇒ (11) + 17 = 28
FoB 7: 1d20 + 17 ⇒ (15) + 17 = 32
Intimidate yet again: 1d20 + 38 ⇒ (2) + 38 = 40
Nonlethal Damage: 2d8 + 12 ⇒ (2, 6) + 12 = 20
FoB 8: 1d20 + 12 ⇒ (16) + 12 = 28
GAH! So many close calls! Still, there were a few good hits. So that's nonlethal damage of:
21 + 25 + 32 + 20 + 20 = 118
This giant is Shaken for potentially that many rounds.
This giant is potentially Frightened for 1 round as well.
This giant is Flat Footed against my attacks until the end of my next round.
________________________________________________
- Blur (20% miss chance)
- Cat's Grace
- Protection from Evil (+2 AC vs evil & +2 saves vs evil)
- Barkskin
- Evolution Surge: Supernatural Flight (perfect)
- Haste
- Bastion Stance: cannot be knocked prone or forcibly moved until the start of his next turn
- Iron Limb Defense: +2 shield bonus to AC and CMD until the start of his next turn
Stats under name are up to date.
| Poppy Pendleton |
Poppy squeals with delight as her wall begins to melt the camp's fortifications, but feels a pang of guilt when she hears her enemies scream in pain from the flames. She shakes off the feeling, zips over the wall into the camp, and turns back around to face the ogres. For a brief moment, she casts her fuschia gaze toward the heavens, silently praying. Hey up there! Are you busy? she implores her heavenly buddies. Thousands of miles away, a few stars in a distant galaxy begin to burn a little more brightly. A disembodied voice responds only in Poppy's mind.
LITTLE ONE. WHAT DO YOU ASK OF US?
Oh, if you could just send me a few of those fiery little stars, that would be great!
THEY ARE ALREADY ON THEIR WAY. BY THE WAY, IT'S NICE TALKING TO YOU AGAIN. ARE YOU A PONY?
I'll tell you about all that later! Before bedtime! Thanks a bunch!
She returns her gaze and attention to one of the ogres, staring him down intensely as a terrifying ball of lime green fire erupts from her horn and smashes into the ogre's chest, searing his sternum almost to the bone.
Move 80 feet to T31. Cast Spray of Shooting Stars on the ogre at W28/W29. I have two more Spray of Shooting Stars left today. DC 26 Reflex save for half damage.
Ogre Reflex save: 1d20 + 5 ⇒ (20) + 5 = 25
Are you serious? 5% chance and he made it. Lucky ogre.
Fire damage on W28/29: 12d4 ⇒ (3, 2, 3, 2, 4, 2, 2, 4, 2, 3, 2, 2) = 31
Half damage = 15 on W28/W29
The Wall of Fire does damage on my turn, so here's the damage for the ogres and frost giants. The Wall has 11 rounds remaining.
Frost Giant at W24/W25:
Fire damage: 2d6 + 12 ⇒ (2, 2) + 12 = 16
Total fire damage on W24/W25 = 24
Ogre at W28/W29:
Fire damage: 2d6 + 12 ⇒ (1, 2) + 12 = 15
Total fire damage on W28/W29 = 15
Ogre at W34/W35:
Fire damage: 2d6 + 12 ⇒ (3, 2) + 12 = 17
Total fire damage on W34/W35 = 17
Frost Giant at W39/W40
Fire damage: 2d6 + 12 ⇒ (1, 4) + 12 = 17
Total fire damage on W39/W40 = 25
HP 111/111 Temp HP 72/72
AC: 56 (+1 Haste and +5 Barkskin)
Buffs:
Barkskin
Entropic Shield (20% miss chance for ranged attacks)
Guidance
Haste 9/12 rounds remaining
Hide from Animals
Oracle Spells Remaining:
Level 1 - 8/9
Level 2 - 9/9
Level 3 - 8/8
Level 4 - 8/8
Level 5 - 7/7
Level 6 - 5/5
Summoner Spells Remaining:
Level 1 - 8/8
Level 2 - 4/8
Level 3 - 3/6
Level 4 - 4/5
| Ophelia Glinathir |
As she slips back into Invisibility, Ophelia carefully watches the chaos below unfold. It is rather unnerving in some regards. Despite knowing each other for all of mere hours, the Chosen have thus far worked together and performed like a well-greased killing machine. However, the Sapphire Summoner is quick to compose herself, knowing that her feelings are just shock and awe. The tide of the battle could easily change at a second's notice, and her allies need her full support. As such, she begins to descend closer to the action but hopefully away from any boulders the giants might toss her way.
Meanwhile, seeing that his enemy is weakened, Lucero quickly seizes his chance. The Couatl quickly lounges at the tower guard before him, binds the frost giant with his powerful serpentine form, and begins choking his foe with all his might. Before the feathered serpent activates his most powerful spell, LC softly whispers a message to the enemy.
"Behold the fate of all you demonist heathens."
Lucero's eyes flash bright white, and the frost giant vanishes screaming into the void of time and space.
_____________________________________
Ophelia reactivates her Ring of Invisibility as a standard action and then descends to 25D at 80 feet in the air for her move action.
Lucero moves up to the frost giant in front of him and uses Plane Shift as his standard. Destination? Elemental Plane of Fire. The flowery description of his actions is just for fluff. Certainly more interesting that him just flying up and tapping the guy.
Giant Will Save DC 20: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
Current Buffs: Mage Armor
Temp HP: 82/82
HP: 87/87
AC: 40, Touch: 16, Flat Footed: 35 (10, +5 Dex, +4 Mage Armor, +4 Shield, +16 Natural Armor, +1 Size)
Fort: +15 (4 Wizard, +2 Con, +5 Resistance, +4 Circumstance)
Ref: +18 (4 Wizard, +5 Dex, +5 Resistance, +4 Circumstance)
Will: +18 (+24 against Enchantment) (8 Wizard, +1 Wis, +5 Resistance, +4 Circumstance)
Hero Points: 3/3
Defenses: Freedom of Movement (Constant), Evasion
Immune: Magical Sleep Effects, Cold, Fire
Total Concealment: 50% Miss Chance (20% in Bright Light)
--------------------
Offenses
--------------------
Speed: 30 ft., 70 ft. Fly (Perfect)
Melee: N/A
Spell-Like Abilities
At Will—Invisibility (CL 12th)
Wizard Spells Prepared (CL 12th; Concentration +20)
6th (3+1)—Summon Monster VI, Undead Anatomy III, Permanent Image, Summoner Monster VI (D)
5th (4+1)—Open, Wall of Stone, Wall of Force, Summon Monster V, Summon Monster V (D)
4th (5+1)—Open, Open, Open, Open, Summon Monster IV, Summon Monster IV (D)
3rd (6+1)—Open, Fireball, Slow, Blacklight, Blacklight, Dispel Magic, Mad Monkeys (D)
2nd (6+1)—Share Language, Pyrotechnics, Mirror Image (2), Stone Call, Resist Energy, Web (D)
1st (6+1)—Blood Money, Obscuring Mists, Endure Elements, Feather Fall, Silent Image, Anticipate Peril, Mount (D)
0th (at will)—Prestidigitation, Ghost Sound, Spark, Dancing Lights
Summoner Spells Known (CL 12th; Concentration +16)
0th-6, 1st-6, 2nd-5, 3rd-4, 4th-4
4th (4/4)—Evolution Surge (Greater), Transmogrify, Purified Calling, Teleport
3rd (3/5)—Dimension Door, Restore Eidolon, Rejuvenate Eidolon, Greater Invisibility
2nd (2/6)—Haste, Evolution Surge (Lesser), Restore Eidolon (Lesser), Barkskin, Glitterdust
1st (4/6)—Mage Armor, Rejuvenate Eidolon (Lesser), Protection from Evil, Enlarge Person, Reduce Person, Grease
0th (at will)—Detect Magic, Read Magic, Guidance, Light, Mage Hand, Message
----------------------
Tracked Resources
----------------------
Marker’s Jump: 2/2
Shift: 17/17
Pearls of Power Level 1: 5/5
Dimensional Steps: 360 ft/360 ft
----------------------
Special Abilities
----------------------
Evasion (Ex): If Cross Fused Ophelia is subjected to an attack that normally allows a Reflex save for half damage, she takes no damage if she makes a successful saving throw.
Devotion (Ex): Cross Fused Ophelia gains a +4 morale bonus on Will saves against enchantment spells and effects.
Permanent Spells: Reduce Person
Contingency: When Ophelia snaps her fingers, Greater Evolution Surge activates on her Eidolon.
Current Buffs: Mage Armor, Divine Favor, Shield of Faith, Protection from Evil, Barkskin, Greater Invisibility (10/12 rounds), Guidance (9/10 rounds)
HP 126/126
AC: 34, Touch: 16, Flat-Footed:30 (+3 Dex, +1 dodge, +9 natural, –1 size, +4 Mage Armor, +3 Shield of Faith, +5 Barkskin)
Fort: +9, Ref: +13, Will: +14
--------------------
Offenses
--------------------
Speed: 20 ft., Fly 60 ft. (good)
Melee: Bite +19 (1d8+10 plus grab and poison)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Constrict (1d8+7)
Spell-Like Abilities (CL 9th)
Constant—Detect Chaos, Detect Evil, Detect Good, Detect Law
At will—Detect Thoughts (DC 15), Ethereal Jaunt (CL 16th), Invisibility, Plane Shift (DC 20)
Spells Known (CL 9th)
4th (3/4)—Enervation, Freedom of Movement
3rd (7/7)—Cure Serious Wounds, Magic Circle against Evil, Archon’s Aura
2nd (6/7)—Cure Moderate Wounds, Mirror Image, Restoration (Lesser), Endure Elements (Communal)
1st (4/7)—Divine Favor, Mage Armor, Protection from Evil, Shield of Faith, True Strike
0 (at will)—Create Water, Detect Magic, Disrupt Undead, Guidance, Light, Read Magic, Stabilize
| DM Jelani |
Round 1
Guttural shouts in the giant tongue ring out from all quarters of the camp, and many of the tents begin to jiggle and shake with interior movement.
Without pause, Gror -- now visible -- continues to rip into the giant. This is it. The time is here. This scum will fall before me now. His right foreclaw rips into the giant’s back, and the creature starts to spin around. Seeing an opportunity, Gror’s next swing goes for the throat...but the giant is too fast and pulls back. Still Gror manages to land a solid blow across his shoulder. His claws hook under the giant's collar bone, tearing half its chest and ribcage off. As its vital organs begin to drip out and barbecue in the wall of fire, Gror's baneful right midclaw hits the dead giant on the left arm, ripping the limb off at the shoulder. Gror’s left midclaw glances off the corpses’ armor. The gargoyle's baneful right midclaw slashes across in a brutal finisher tearing what's left of the giant's abdomen off and snapping its thick lower spine like a twig. The frost giant tumbles off the flame engulfed tower into the now steaming and boiling water below. The stench of his innards mixed with the burning flesh is revolting.
The giant that Ophelia fireballed earlier just points his axe and screams in horror, urinating himself.
With the rhinos temporarily occupied, Dorialis turns to the tower guard. Swiftly casting a spell, her suddenly visible shadowy form starts to flicker from one side of the giant to another, as a hole in space is ripped open allowing her to jump in and out of existence. With each jump, she strikes at the giant with her claws. Dorialis' blows are more subtle than Gror's, but no less deadly. In a few fractions of a second she is finished and "lands" in a floating crouch at the giant's feet, her back towards him. The huge blue skinned brute looks at the shadowy shape, nearly as large as himself, with a snarl. He raises his greataxe to swipe at it. Suddenly his carotid, brachial and femoral arteries slide apart like neatly opened envelopes. The giant is instantly red with his own lifeblood. Within moments he's crumpling to his knees and falls over onto his side hanging partially off the tower. His grip goes limp and the massive greataxe he was holding drops to the ground along with the gallons of bloody red rain now dripping down the tower's structure.
The piss soaked burn victim in the middle of the camp pivots, mouth agape his axe now pointed at Dorialis.
Upon the frozen wall, overlooking the fortification of the giants, Cho'ankai sets his eyes for the first time on these creatures. His fiery stare narrows in consideration, spying trees that he had not expected in such a windswept tundra; welcome, though, the trees' presence is.
"Ancient spirits of the land," Cho begins in a deep threefold voice, "remember the kiss of springtime sun, the nourishment of rains you once felt and the blossoms of better seasons!" Thundrous in voice now, Cho'ankai preaches to the trees, and beneath the snow the trees heed his call. "Recall your abundance, reach out and sieze that life once more!"
At the center of the encampment, an explosion of warm, summery air blasts outwards in a sphere, blowing back snowflakes in a flurry. In the wake of the seasonal change, the trees around the encampment begins to bloom with new foliage. Grass grows up from beneath the snow and soon so too do saplings, roots, creepers and all manner of dense vegetation riddled with colorful flowers of all shape and size.
The vegetation quickly becomes overwhelming and unsustainable, filling the encampment with tall grass and choking weeds. Flowers bloom, wither, die and bloom again while the trees go through a repeating seasonal cycle of new growth and deadfall. Soon enough, the wave of overgrowth bursts beyond the walls and gates, expanding out to two-hundred feet from one end to the other.
"Reclaim what is yours!" Cho'ankai calls to the plants, his voice echoing over the encampment.
Vega bellows at the giants in the camp, hoping the noise he makes will draw their attention to him rather than to his companions. "Your doom has come! None here shall escape the fires of judgement!" While making this loud proclamation, Vega unleashes a flurry of blows against the giant next to him, becoming visible in the process. The first blow is preceded by a number of hand gestures that cause mystical energy to flow into his hands, eventually causing them to erupt into blue flames. The blow is made with only two fingers, they press directly into the giants sternum as if Vega were touching a work of art, yet the shock-wave that results sends ripples across the giants body, and the fire of his hands lingers and burns the giants flesh. The following attacks are fluid and fast. They hit with precision instead of power... yet the precision is so accurate that each blow - despite not being full of strength - sends shock-waves through the giants body, causing blood vessels to burst and muscles to detach from bone. The giant's eyes roll back in his head in pure animal terror, and he shrinks away from the fire and Vega.
Poppy squeals with delight as her wall begins to melt the camp's fortifications, but feels a pang of guilt when she hears her enemies scream in pain from the flames. She shakes off the feeling, zips over the wall into the camp, and turns back around to face the ogres. Both ogres are having their heads and shoulders roasted by the wall of fire. They are flailing about blindly still not recovered from the initial shock of the blitzkrieg. The giant atop the now flaming tower is fairing little better, as burn blisters begin to form over the deep tissue bruises Vega left him. For a brief moment, she casts her fuschia gaze toward the heavens, silently praying. Hey up there! Are you busy? she implores her heavenly buddies. Billions of miles away, a few stars in a distant galaxy begin to burn a little more brightly. A disembodied voice responds only in Poppy's mind. LITTLE ONE. WHAT DO YOU ASK OF US?
Oh, if you could just send me a few of those fiery little stars, that would be great!
THEY ARE ALREADY ON THEIR WAY. BY THE WAY, IT'S NICE TALKING TO YOU AGAIN. ARE YOU A PONY?
I'll tell you about all that later! Before bedtime! Thanks a bunch! She returns her gaze and attention to one of the ogres, staring him down intensely as a terrifyingly bright balls of lime green fire erupt from her horn and smash into the ogre's chest. The top half of the ogre is blown clean off in the starry assault, leaving only a pair of tottering legs that end at the hips. They topple over backwards into the rapidly forming blood slurry on the ground near the wall.
The terrified observer giant sinks to his knees, hands fluttering up his chest to grip his beard. His mouth hangs agape in horror as the rainbow unicorn and blurry snake man thing inflict more devastation on the camp.
As she slips back into Invisibility, Ophelia carefully watches the chaos below unfold. It is rather unnerving in some regards. Despite knowing each other for all of mere hours, the Chosen have thus far worked together and performed like a well-greased killing machine. However, the Sapphire Summoner is quick to compose herself, knowing that her feelings are just shock and awe. The tide of the battle could easily change at a second's notice, and her allies need her full support. As such, she begins to descend closer to the action but hopefully away from any boulders the giants might toss her way.
Meanwhile, seeing that his enemy is weakened, Lucero quickly seizes his chance. The Couatl quickly lounges at the tower guard before him, binds the frost giant with his powerful serpentine form, and begins choking his foe with all his might. Before the feathered serpent activates his most powerful spell, LC softly whispers a message to the enemy. "Behold the fate of all you demonist heathens." Lucero's eyes flash bright white, and the frost giant vanishes screaming into the void of time and space.
Seeing Lucero simply throw one of his friends into some undoubted fiendish realm, the forlorn pants wetter cries out, "Móðir! Móðir!"
His cries are interrupted by the not so distant howling of wolves. The patrol has clearly noticed the smoke and shouting and must be on their way back.
Several of the tents burst open, as eight more ogres come barreling into view waving their clubs about. Their small piggish eyes take in the bloody carnage with wicked glee, and they begin to laugh idiotically. They appear to be unsure what to do, and simply enjoy the show for now, looking for something they can reach with their clubs.
The one still in Poppy's wall of fire stumbles out, walking into Cho's overgrowing plants. The ogre whirls about confusedly, screaming as the plants grab and tug at his legs. His upper body is so badly burned that he looks like a horribly fresh zombie.
The giant on the tower next to Vega just leaps off the edge, away from the flames. Vega's foot lashes out, going for the giant's jaw but the terrified guard is moving too fast and Vega's heel catches only air. The giant tumbles ungracefully to the ground with a crunch, landing on his back and dropping his axe in the process. He looks to be barely conscious lying there in the snow.
More of the tents burst open to reveal frost giants, and most of the ones who were caught by surprise quickly get a hold of themselves. They call out each other and the ogre's in their harsh tongue coordinating targets. The frost giants heft ice boulders from the large sacks that they carry, gesturing and pointing to Gror, the most threatening clearly visible target. Eight melon sized, rock hard icy orbs are hurled at Gror with expert precision. The Gargoyle is unfazed as they break apart harmlessly on his hide. He doesn't even lose any altitude. The beating of his wings remains as regular as the beating of his heart.
One last frost giant hobbles out of a tent and into the plant growth. This one is larger than the others, and of a twisted and fiendish mien. His muscles are warped and bulging, and in places his flesh is covered in open sores. He's wearing the same chain as the others and has an ice boulder in his hand. His eyes burn with an evil red glow, as he takes the situation in cooly with a glance. Then he starts shouting in a commanding voice. He first points to the giant calling for his mother and says, "Ragnar, hætta að gráta og á fætur, eða ég ætla að rífa vindur pípa út og ríða henni!" The crying giant immediately stands up, grabbing a boulder and looking terrified. The apparent leader continues shouting as he winds up his own throw at Gror "The hvíla af þér, fjall upp! Fá outta búðirnar og tvístra! Þeir 'got okkur eins fisk í tunnu hér." His boulder also shatters harmlessly against Gror's chest.
It would appear that the giants are sorely outmatched.
End of Round 1
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Begin Round 2
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Initiative
Party 30
Wolves 25
Ogres 19
Giants 14
??? 14-
Gror, I would have moved you closer to another one but it took more than one attack to die.
Dori - So you decided to go medium/large right? I'll change the size of your icon. I hadn't realized. Same thing for you movement wise, it took all your attacks to kill it.
I don't know what you mean by potentially Vega. What's the DC, 10+1/2level+wis mod or something? I'm going to assume he's shaken and frightened for now since those checks are probably more than enough.
AoO Unarmed Strike: 1d20 + 21 ⇒ (7) + 21 = 28 AoO Nonlethal Damage: 2d8 + 12 ⇒ (8, 2) + 12 = 22
Giant falling damage: 2d6 ⇒ (4, 6) = 10
Boulders at Gror:
1d20 + 24 - 2 ⇒ (16) + 24 - 2 = 38
1d20 + 24 - 2 ⇒ (19) + 24 - 2 = 41
1d20 + 24 - 2 ⇒ (1) + 24 - 2 = 23
1d20 + 24 - 2 ⇒ (5) + 24 - 2 = 27
1d20 + 24 ⇒ (11) + 24 = 35
1d20 + 24 ⇒ (1) + 24 = 25
1d20 + 24 ⇒ (10) + 24 = 34
All misses.
Leader on Gror: 1d20 + 23 - 2 ⇒ (16) + 23 - 2 = 37 Miss
Round 2, Go!
| Vega Surtova |
They have already been judged by the gods of good and we are the instruments of their justice. To show mercy now would be to shun the gods that have trusted me. My hand must be the instrument of their demise...
Vega watches the giant narrowly avoid his spinning foot - which is now more tail-like cloth than foot - only to go crashing into the ground. Normally he'd let a whimpering foe lie, but this is a mission ordained by the spirits of good, and it comes with dire responsibilities. Using the nearby tower as a springboard, Vega launches himself at the fallen Giant, spinning through the air like a twirling dart, and landing on the Giant's chest with a forceful elbow, cracking it's sternum and forcing the air out of it's lungs.
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Unarmed Charge on the Prone Giant: 1d20 + 23 ⇒ (9) + 23 = 32 Target AC is only 27 due to it being prone. This hit increases its Flat Footed state against my attacks for another round.
Intimidate: 1d20 + 38 ⇒ (18) + 38 = 56
Nonlethal Damage: 2d8 + 12 ⇒ (3, 1) + 12 = 16
How I wish Medusa's Wrath activated on any full-round action that includes at least one unarmed strike against disabled opponents rather than only on a full-attack actions that includes at least one unarmed strike against disabled opponents. Oh semantics denying me two extra attacks. *faux despair* :p
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- Blur (20% miss chance)
- Cat's Grace
- Protection from Evil (+2 AC vs evil & +2 saves vs evil)
- Barkskin
- Evolution Surge: Supernatural Flight (perfect)
- Haste
Stats under name are up to date